我是Phaserjs的新手,尝试创建基本的拖放式游戏。
我创建了游戏并添加了街机物理(this.game.physics.arcade.enable(this.orange_outline);)
当边缘碰撞时,目前会发生重叠。
我想检测到50%重叠发生时我的代码应该触发。 phaserjs有可能吗?
var GameState = {
init:function(){
this.physics.startSystem(Phaser.Physics.ARCADE);
},
create: function () {
this.background = this.game.add.sprite(0, 0, 'background');
this.overlapHappen = false;
this.orange_outline = this.game.add.sprite(459,199,'orange_outline');
this.orange_outline.frame = 2;
this.orange_outline.anchor.setTo(.5);
this.orange_outline.customParams = {myName:'orange_outline',questionImg:'orange'};
this.orange_inner = this.game.add.sprite(150,197,'orange_inner');
this.orange_inner.anchor.setTo(.5);
this.orange_inner.customParams = {myName:'orange_inner',questionImg:'orange',targetKey:this.orange_outline,targetImg:'orange_outline'};
this.orange_inner.frame = 1;
this.orange_inner.inputEnabled = true;
this.orange_inner.input.enableDrag();
this.orange_inner.input.pixelPerfectOver = true;
this.orange_inner.events.onDragStart.add(this.onDragStart,this);
// this.game.physics.enable(this.orange_inner,Phaser.Physics.ARCADE);
this.game.physics.arcade.enable(this.orange_inner);
this.game.physics.arcade.enable(this.orange_outline);
this.orange_inner.events.onDragStop.add(this.onDragStop,this);
},
update: function () {
//this.orange.animations.play('orange_one',1)
},
onDragStart:function(sprite,pointer){
//console.log(sprite.key + " dragged")
},
onDragStop:function(sprite,pointer){
var endSprite = sprite.customParams.targetKey;
//console.log(sprite.customParams);
this.stopDrag(sprite,endSprite)
},
stopDrag:function(currentSprite,endSprite){
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
var currentSpriteTarget = currentSprite.customParams.targetImg;
var endSpriteName = endSprite.customParams.myName;
if(currentSpriteTarget === endSpriteName){
currentSprite.input.draggable = false;
currentSprite.position.copyFrom(endSprite.position);
currentSprite.anchor.setTo(endSprite.anchor.x, endSprite.anchor.y);
}
console.log(currentSpriteTarget,endSpriteName);
})) {
//currentSprite.position.copyFrom(currentSprite.originalPosition);
console.log('you')
}
}
}
答案 0 :(得分:1)
您可以尝试获取horizontal和vertical重叠量,并检查它是否满足某个阈值。这可以在附加的重叠函数回调中完成,在documentation中称为processCallback
。举个例子:
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
//your callback !
},function() {
if (this.game.physics.arcade.getOverlapX(currentSprite, endSprite) > currentSprite.width / 2
&& this.game.physics.arcade.getOverlapY(currentSprite, endSprite) > currentSprite.height / 2) {
//Overlaping !
return true;
} else {
//as if no overlap occured
return false;
}
},this) {
//
}
答案 1 :(得分:0)